Difference between revisions of "Battlescape"

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Stub section for time being. The following section headings are just content proposals.
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__NOTOC__
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{{STUB}}
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= Overview =
  
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The battlescape is the tactical portion of the game where all the action takes place. Soldiers and aliens live, fight and die on the battlescape.
  
==The Playing Board==
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<small>Editor Summary: Description of the battlescape. Types of missions. Geography and terrain information. Brief explanation on common battlescape features.</small>
Description of the battlescape. Types of missions. Geography and terrain information. Brief explanation on common battlescape features.  
 
  
==The Pieces==
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=The Playing Board=
The units and equipment on the battlescape and how they interact. Unit stats, weapon stats, inventories, other non-combat tools, objects that can be picked up, etc.
 
  
==Combat Damage Model==
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The battle takes place on a small layered tile map. Maps will have dimensions that range between 40 to 60 tiles in width and height and have either 2 or 4 map layers.  
All discussion on how damage is dealt and received by units. Covers damage, armour, explosions and probably even MC as it's another form of combat.  
 
  
==Winning Conditions==
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:In X-Com UFO, exterior maps always have 4 elevations and can have areas of 40 to 50 square tiles. Interior maps always have 2 elevations and are always played in 60 square tile areas.
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:TFTD differs slightly in that interior maps use 4 elevations except the maps in the final level, which only use 2 per map.
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The map - we'll call it the physical map - details all structures (walls), obstructions (walls, objects and foliage), ceilings(or floors), floors (or ceilings, as the case may be), etc. The general look of the battlescape is determined by the mission, the aircraft that have landed at the site and the area the mission was initiated.
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Everything on the map is static by nature. They do not change until they are damaged by weapons fire.
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In addition to the physical map, there is a lighting map that controls the level lighting and a map for the shroud of war. The lighting map is self explanatory, it determines the lighting levels of the whole map. It consists of an ambient light level to represent the time of the day and fixed light sources. It also consists of all roving light sources, which are made up of player controlled units, flares and fires.
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The shroud of war, or fog of war, is common in many strategy games to represent areas that have not been seen or visited. In effect, areas of the map are coated in black until a friendly unit looks at it. From then on, the fog is lifted for the rest of mission.
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It must be noted that gravity in the battlescape does not apply to any map features, except the units and objects that can be picked up by units.
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=The Playing Pieces=
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<small>Editor note: The units and equipment on the battlescape and how they interact. Unit stats, weapon stats, inventories, other non-combat tools, objects that can be picked up, etc.</small>
 +
 
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On a map, soldiers, aliens and sometimes civilians interact with each other. Generally by way of projectile weapons.
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=Combat Damage Model=
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All discussion on how damage is dealt and received by units. Covers damage, armour, explosions.
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==Psionics==
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Brief explanation of psi, etc.
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=How to end a mission=
 
Explanation on how missions can are won or lost.
 
Explanation on how missions can are won or lost.

Revision as of 12:58, 24 April 2006


Stub
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Overview

The battlescape is the tactical portion of the game where all the action takes place. Soldiers and aliens live, fight and die on the battlescape.

Editor Summary: Description of the battlescape. Types of missions. Geography and terrain information. Brief explanation on common battlescape features.

The Playing Board

The battle takes place on a small layered tile map. Maps will have dimensions that range between 40 to 60 tiles in width and height and have either 2 or 4 map layers.

In X-Com UFO, exterior maps always have 4 elevations and can have areas of 40 to 50 square tiles. Interior maps always have 2 elevations and are always played in 60 square tile areas.
TFTD differs slightly in that interior maps use 4 elevations except the maps in the final level, which only use 2 per map.

The map - we'll call it the physical map - details all structures (walls), obstructions (walls, objects and foliage), ceilings(or floors), floors (or ceilings, as the case may be), etc. The general look of the battlescape is determined by the mission, the aircraft that have landed at the site and the area the mission was initiated.

Everything on the map is static by nature. They do not change until they are damaged by weapons fire.

In addition to the physical map, there is a lighting map that controls the level lighting and a map for the shroud of war. The lighting map is self explanatory, it determines the lighting levels of the whole map. It consists of an ambient light level to represent the time of the day and fixed light sources. It also consists of all roving light sources, which are made up of player controlled units, flares and fires.

The shroud of war, or fog of war, is common in many strategy games to represent areas that have not been seen or visited. In effect, areas of the map are coated in black until a friendly unit looks at it. From then on, the fog is lifted for the rest of mission.

It must be noted that gravity in the battlescape does not apply to any map features, except the units and objects that can be picked up by units.

The Playing Pieces

Editor note: The units and equipment on the battlescape and how they interact. Unit stats, weapon stats, inventories, other non-combat tools, objects that can be picked up, etc.

On a map, soldiers, aliens and sometimes civilians interact with each other. Generally by way of projectile weapons.

Combat Damage Model

All discussion on how damage is dealt and received by units. Covers damage, armour, explosions.

Psionics

Brief explanation of psi, etc.

How to end a mission

Explanation on how missions can are won or lost.